dop2000's Recent Forum Activity

  • There are quite a lot of issues with your game. I think they all can contribute to the poor control system, and not only with wall jumps.

    Here are just some that I found in about 2 hours...

    1. Your character sprites have non-symmetrical collision polygons - the distance from the Origin point to the left and to the right of your collision polygons is different.

    As a result, when the character is near the wall and you mirror it (pressing A or D), you character either becomes ~30 pixels away from the wall or ~30 pixels inside the wall. I believe this is the biggest problem which ruins your wall jumping. Also when you just walk to the wall and turn around, your character often jumps.

    Changing the collision polygon fixes this.

    2. As you have 3 characters with platform behavior, event though you disable it for two of them, some platform events are still triggered for inactive characters. For example, Wall Jump2 and Wall Jump3 events are triggered even when character 1 is active. This has at least one bad outcome - your JumpCount doesn't work correctly. There maybe a bunch of other issues with other platform events.

    You need to review all events and make sure that when one character is enabled, the other two are completely disabled (not trigger any events).

    I don't know why you've chosen this mechanics. I think it would be better to have just one character object with 3 different animations. It'd be much easier to code and you could've avoided all these issues.

    3. Events in Layers group are triggered every tick. This may not cause any real problems, but I would definitely fix this too.

  • This may not be the most efficient method, but it works

    Note: When using While like this you need to be aware of the danger of creating an infinite loop. If there is even a slight possibility that the correct x and y coordinates will never be found (say the safeRadius is too big), you should implement some way to terminate the loop. For example a counter - exit the loop if the counter reaches 100.

  • Do you always destroy a gun after firing one clip?

    Just add another condition to your "On touch end" event:

    System -> Compare two variables -> spBullet.Count=0

    You need to make sure that all bullets get destroyed eventually. You can add "Destroy outside of layout" behavior.

  • Ok, I read a few beginners tutorials on regular expressions and apparently you can parse comma-separated strings with a simple pattern like this:

    (?<=\r|\n|^)(?!\r|\n|$)(?:(?:"(?<Value>(?:[^"]|"")*)"|(?<Value>(?!")[^,\r\n]+)|"(?<OpenValue>(?:[^"]|"")*)(?=\r|\n|$)|(?<Value>))(?:,|(?=\r|\n|$)))+?(?:(?<=,)(?<Value>))?(?:\r\n|\r|\n|$)[/code:2st6x3tn]
    Easy-peasy!
  • Your link is broken.

    Try posting it without the "https://" part

  • You don't need tutorials, just run the game in Debug Mode and explore all tabs, click everything and see what happens

  • RobertoFreemano

    Just to add to Bruno's answer - when you have a problem like this, start your game in Debug mode (Ctrl-F4). You would see that the number of ball instances is 10, as they are all spawned at the same moment.

    Debug Mode is the one of the best features in C2 and everybody should use it!

  • You forgot to re-activate your Functions group on restarting, maybe some other groups too.

  • Something like this maybe?

    It can probably be done easier with regular expressions, but I don't know them that well (or in fact at all )

  • You can try bullet behavior with gravity and bounce off solids. Increase Bullet.Gravity after each collision with the floor.

    Or you can try physics.

    Or maybe some combination of sine, tween, bullet etc.

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  • Save your project as a single file, upload it to dropbox (or similar service), share the link here.

  • Create a sprite "BalloonString" - a horizontal line.

    Set origin image point at its left end.

    Set position of this sprite to the player's hand and pin it to the player.

    Then do this:

    On every tick
      BalloonString -> set Width to Distance(player.x, player.y, balloon.x, balloon.y)
      BalloonString -> set Angle towards position (Balloon.x, balloon.y)
    [/code:2umjoiwu]
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dop2000

Member since 26 May, 2016

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